Advice on animating lots of small movie clips

Hi,
I have a performance problem that may be best demonstrated
with an example.
http://www.b3ta.cr3ation.co.uk/data/swf/game1.swf
If you look at the animation and watch it for a while you
will see the
number of balls growing.
Initially the performance is so-so but eventually it becomes
totally
unacceptable. So I was wondering if anyone could impart
advice about any
optimizations.
Every tile is a movie clip and every ball is a movie clip
that tweens from
one tile to the next. I also need to read the frame the clips
are on but
when I bound a class to the balls clip it immediatly ran
unacceptably slow.
I have a plan B which involves creating tile animations of
each of the ball
animations, which I know would create a huge performance gain
but would mean
creating 510 tile animations and thus make the animations
unmaintainable.
TIA
Wil

I created a new tween object just the once for each x and y
as neeed. Would
that make much odds?
Is the other poster kglad correct in saying the number of
visible movie
clips in this instance shouldn't be causing problems?
Cheers
Wil
"sly one" <[email protected]> wrote in
message
news:enf1hs$rpb$[email protected]..
> How are you doing the tweens? OnEnterFrames? You will
want to delete each
> of
> the onEnterFrames as they each finish.
>
> Other than that you are running into a major Flash wall:
you can't have
> hundreds of animations running at the same time. Flash
just isn't built
> for
> that.
>

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